What about setting your material ID's then using multi/sub object material?

read 556 times2/6/2012 7:07:52 PM (last edit: 2/6/2012 7:07:52 PM)

9krausec

Yes, that would work, but that would also require me to cut into a mesh to create separation of the material (unless I am wrong). I am looking for a solution to lets say have a material division within the middle of a polygon face, not having things dictated by the edge of the polygon (Material ID's).

Yeah, you're right about that. I used this technique to "paint" my BMW an it meant having my lines exactly where I needed them to create the orange strips, which was a bit of a bitch (but less time consuming than uvw unwrapping and photoshopping).

read 550 times2/6/2012 7:48:02 PM (last edit: 2/6/2012 7:48:02 PM)

9krausec

Yeah, it's a do-able work around, but there needs to be a more effective way. UV Unwrapping something has a lot of power under it's belt, and there should be someway to incorporate procedural maps to it giving you 100% control of what's going on.

Well if you find the solution could you let me know. Would definitely be powerful knowledge.

read 544 times2/6/2012 7:55:49 PM (last edit: 2/6/2012 7:55:49 PM)

herfst1

Double post. Apologies.

read 544 times2/6/2012 7:55:54 PM (last edit: 2/6/2012 7:56:18 PM)

Mr_Stabby

i dont really understand what your problem is..? You can paint as many black/white or rgb or whatever maps as you want and use them as map masks or material masks, just note that if you blend any materials (instead of maps) certain more delicate features of MR will not work (displacement, light maps)

read 538 times2/6/2012 9:08:13 PM (last edit: 2/6/2012 9:08:13 PM)

9krausec

My problem is your face mr.Stabby (haha).

Okay, that makes sense (the masking bit). I'll check to make sure car paint has an opacity when I get homez.

you can use a blend material or composite/mix maps. Also you can use vertex paint to create your mask so you don't even have to unwrap. This has its limitations though.

read 529 times2/6/2012 9:34:56 PM (last edit: 2/6/2012 9:34:56 PM)

9krausec

Hey guys! Back again!... Decided to uproot an older thread to ask a question. I am rough when it comes to texturing of any sort, but I realize that I need to get this stuff down if I am going to not suck.

So, below is a jing about how I am going about Unwrapping my car. If this is the only/right way, then so-be-it, but would any of you recommend any better way to unwrap and stitch together a hard surface model?

I am doing this for the car because I am going to want to photoshop some dust and crap on the car for realism, so I figured I'd unwrap all the main components of the car (most noticeable).